userIan Hendersoncancel

6,857 Commits over 1,096 Days - 0.26cph!

2 Years Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
2 Years Ago
divesite_despawn_fix -> main
2 Years Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
2 Years Ago
Partial modifier and RPC build
2 Years Ago
- Scene updates - Prefab properties populated - Manifest
2 Years Ago
Merge fixes
2 Years Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
2 Years Ago
radtown_spline_fixes -> main
2 Years Ago
patrolheli_orbitstrafe_fix -> main
2 Years Ago
radioactive_water_convars -> main
2 Years Ago
buoy_spawn_fix -> main
2 Years Ago
Initial scene setup
2 Years Ago
Slight value tweaks
2 Years Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
2 Years Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
2 Years Ago
Prevent Bunker Entrances being valid targets for heli crash
2 Years Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
2 Years Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
2 Years Ago
Wrap spawn logs in UNITY_EDITOR checks
2 Years Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
2 Years Ago
Radtown puts down monument topology
2 Years Ago
Put counter text changes on the correct branch
2 Years Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
2 Years Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
2 Years Ago
- Adjusted Bradley spline height. - Check how close before you enter
2 Years Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
2 Years Ago
removed debug logs
2 Years Ago
Smoothed vendor entry and exit to spline
2 Years Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
2 Years Ago
Remove old spline leave code
2 Years Ago
Perform strafe target check before bothering to enter orbit state
2 Years Ago
Prevent Bradley from instantly rejoining spline
2 Years Ago
Bradley logs wrapped in unity editor checks
2 Years Ago
world_update_2 -> main
2 Years Ago
Increase second rad pool height so its easier to drink from
2 Years Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
2 Years Ago
Refix: Had to remove due to merge conflicts
2 Years Ago
main -> world_update_2
2 Years Ago
Fixed drinking from rad water sources just providing regular water
2 Years Ago
world_update_2 -> main
2 Years Ago
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
2 Years Ago
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
2 Years Ago
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
2 Years Ago
Show toast when trying to mix different liquids so the player has a clue whats going on
2 Years Ago
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
2 Years Ago
world_update_2 -> main
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Radioactive water: - Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable) - Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support) - Balanced sprinkler damage
2 Years Ago
world_update_2 -> main
2 Years Ago
radioactive_water -> world_update_2